Neltharion's Lair Mythic+ Route Guide - Legion 7.3.5

This Mythic Keystone Neltharion's Lair guide will take you through the best route to complete the dungeon, give advice for bosses and provide tips and tricks for the entire instance. This guide will assume that you are familiar with the basic mechanics from the Neltharion's Lair Dungeon Ability Guide.

Mythic+ Leaderboard Rankings

The following data has been generously provided by Raider.IO's Neltharion's Lair Leaderboards. We hope it helps you spot popular class compositions for each affix combo. Check them out for Mythic+ Keystone Rankings!Top Mythic Classes for Neltharion's Lair with Current Affixes

Top Mythic Runs of Neltharion's Lair with All Affixes

Top Mythic Runs of Neltharion's Lair with Current Affixes

Instance Breakdown

Recommended Comp for high keys: All you really need for Neltharion’s Lair is some AoE CC and a good healer.Highest Tyrannical key done in time: 22Highest Fortified key done in time: 22Instance Timer: 33Average # Mobs per pack: 2.7

Trash

Click the arrows to navigate through the trash path.

I haven't found a way to get to the bottom of the waterfall more quickly. Send me a message if you find something.

Tried- Avalanche Elixir- Sprints- Blinks- Curling tightly into a ball

We don't really need all of this trash so run up the river to the left and kill the two Rockback Gnashers first. You'll need a few Crawlers to make up trash percentage but you should pull more than enough just clearing the other ticked trash.

The Lurkers aren't dangerous, but will submerge underground and re-appear behind a random ally. Clump together to keep them in cleave range and to avoid pulling other trash. You can usually pull the Gnashers with the Lurkers.

You'll need five Crawlers total but you'll almost certainly pull them as you make your way left. Kill them with the Rockback Gnasher.

You'll heal to full upon jumping into a barrel so there's no need to stop to top anybody off.

Pelters will attack targets at random for moderate damage. They can't be interrupted however if the tank runs from them they'll chase instead of attacking anyone. Not that useful for this pack where room is limited but we'll use it later.-> Tip: Pelters will only jump away from their location when targeted by a player. This means that you can cleave off a non-Pelter target and they won't jump away.

You'll need to avoid the Breaker's Avalanche ability which is targeted on a random player. You can avoid it by having your party stack up and then move together once it's cast. Alternatively, spread out and have everyone move outwards during the cast. You really just need to make sure you're not running into somebody else's former position. A weak aura is provided at the bottom of the page.

Interrupt the Gnasher's Stone Gaze to avoid being stunned. Pull the patrol with the Drummer for bonus trash percentage. The drummer won't hurt you, but you do have to interrupt his channel or prevent him from reaching the drums.

Consider kiting this pack back to the waterfall to avoid the Pelters destroying your party. On lower keys you can stun them and burn them down.

Vileshard Hulk's has one notable cast: Piercing Shards. The Hulk should be stunned, knocked back, or death gripped during the cast to avoid your tank being annihilated. Have the tank face it away, just in case and if the cast goes off they'll need to pop a defensive cooldown to survive it.-> Tip: Piercing Shards is cast every 15 seconds. Make sure to have an interrupt ready for it.

The Shaper deals heavy single target damage to random targets similarly to pelters. The difference is that the damage is much higher, but the cast can be interrupted.

Pull most of these packs one-by-one. The Pelter to the right can be taken with the Geode / Shaper pack.

We have no need for this pack and we'll skip it by hugging the left wall. You've got a little room to squeeze past, but should be very careful.

The four Gnashers in the lake are great trash percentage and you can pull them quickly by having the fastest member of your party grab them and run them back to the tank.

The Grubmaster has a small AoE cleave attack around his position. Have your ranged party stack a few feet back so that they take no damage for it, but are still close to melee so that the Lurker can't burrow far.

These packs can usually be pulled together and AoE'd down. Save a stun for any Tarspitter Grubs that spawn since if they complete their metamorphosis cast you'll have to deal with another full health mob.

On Bolster weeks you should CC the Grubmaster and pull the other mobs more than 30 yards away so you don't end up with a supermob.

The Demolishers should be stunned as much as possible to delay the Charskin cast.

Face the Dominator away from the party and have your ranged party stack up for more efficient healing. Interrupt the Frenzy cast.

These packs are much easier if you CC the Trapper before you take on the Dominator. If you do pull them both at once then you'll need to interrupt Bound to prevent a party member being stunned.

ERT Note|cffffff00Neltharion’s Lair Trash Path|rStick hard left and pull both Rockback GnashersPull double Lurker packStay left and jump into water to kill GnasherPull triple drudge pack{skull}|cff8788eeRokmora|r{skull}

Affixes

Let's take a look at some of the notable affix interactions in Neltharion's Lair.

It's very tough to reset Necrotic stacks during Rokmora. Consider bringing a DPS or healer that can taunt to give you a reprieve.

CC the Skitterers or just let the DPS take a couple of hits. It's preferable to doubling your incoming Necrotic stacks.

You need to interrupt the Shapers when raging to avoid being one shot. Nothing else is too scary though you might want to kite the Pelters to prevent them lashing out when low.

Several Pelter packs gain an extra few mobs and the kite strat is the only reliable way of dealing with them. Open with an AoE stun to give the tank a chance to build threat. Once you're out of stuns have the tank run as far from the mobs as possible. The Pelters will only stop to... pelt if the tank is in range of them so you can avoid almost all of the damage they deal this way.

Bosses

Rokmora

The closest thing we're going to get to a Warcraft Hulk. Rokmora smash!

The tank can, and should run out during the cast of Razor Shards to avoid being hit. Be careful not to move too early since directing the attack toward your party will kill your timer just five minutes in.

Make sure to quickly finish off any remaining Skitterers during the Shatter cast or else the explosion might one shot your party!

Ularogg Cragshaper

I think I lost 20 bucks to this guy in a Shell game last time I was down by the harbor

Once pulled, the boss will first cast Stance of the Mountain (and disappear into a rock) 35 seconds into the fight. After you find him there'll be 70 seconds between all subsequent "find-me" phases. Save Bloodlust and any long DPS cooldowns for these. If you can cut out a Stance of the Mountain phase altogether it'll be a big time saver.

The Falling Debris during both phases can be dodged, however it's exhausting to do so and greatly reduces DPS. Get your healer to heal through it, and start running if you get low.

Sunder can be Spell Reflected but it has a very short cast.

The Bellows aren't at all dangerous since their damage is easily healed through. Just drop DoTs or cleave them down so that you don't end up with 10+ of them later in the fight.

Naraxas

You can DPS the Wormspeaker adds shortly before they jump down into the arena. Pan your camera up and you'll see them on the ledge, giving you a head start.

Every Wormspeaker or tank the boss eats will give her a stacking +50% damage increase.

The green pools left by Rancid Maw are used by the tank during the Spiked Tongue ability. Since Rancid Maw is targeted on players you have control over where the pools are dropped. and you should try and leave them 25-30 yards from the boss.

Naraxas will auto attack soon after Spiked Tongue ends and since the tank is often out of range of the boss this can lead to a nearby melee being butchered. You may want to consider moving out of the bosses auto attack range (10 yards).

Dargrul the Underking

You can stun the Molten Charskins to make them refixate. Smash them into the Crystal Spikes to stun them and they'll take double damage. They get faster and faster the longer you leave them up so make sure to focus them.

The walls don't prevent line of sight with the boss so the ranged and healer can take refuge long before Magma Wave is cast.

If your attempt has truly fallen apart you can reset the boss by running up the boulders.

The last tick of Magma Wave deals significantly more damage. Make sure he's finished before you leave your safe space.

The pool left behind by Magma Wave slowly expands so make sure to place it near the edge.

Affix Details

For more information on any particular affix, click on the corresponding tab below.

Enemies who die will buff other nearby enemies with 激励, causing them to gain 20% health and deal 20% additional damage. This can stack multiple times, resulting in an extremely dangerous enemy that will take a long time to defeat. The range on the buffing ability is 30 yards in 7.2. In addition, mobs affected by the 激励 buff will become immune to many types of CC (though they are still vulnerable to stuns).

This affix causes the end of a trash fight to be more dangerous than the start. Players should follow these general guidelines:

Do not pull multiple trash packs at once, so that the maximum stack size of 激励 stays low

Attempt to DPS the enemies down evenly

However, if there is a priority target, such as the Wrathguard Bladelord in Black Rook Hold, it may still be beneficial to focus fire and kill these targets first

The healer will need to use cooldowns on the tank if possible when an enemy has high stacks of 激励

The 激励 affix does not apply to adds in a boss encounter. For example, killing the Risen Warriors in the Mythic+ Ymiron fight in Maw of Souls should not apply 激励 to Ymiron or any of the other Risen Warriors. However, if players drag trash packs into a boss fight, those trash mobs will apply 激励 to the boss when they die. This is undesirable. If players wish to save time by dragging trash into a boss fight, be sure to pull the trash more than 30 yards away from the boss before killing it.

Successful melee attacks will apply the 死疽溃烂 debuff to the struck player, reducing the potency of healing and absorption shields by 3% per stack, and dealing stacking damage. The 死疽溃烂 debuff lasts for 9 seconds in 7.2, but the duration of the debuff is refreshed each time a new stack is applied, so it will be very difficult for tanks to drop their stacks while actively in combat. 死疽溃烂 is removed upon dropping combat.

This can stack very rapidly on large trash packs, and can be a nuisance on boss fights. Players should follow these general guidelines:

Do not pull multiple trash packs at once

Use AoE CCs, such as stuns, knockbacks, and slows, to allow the tank to kite effectively at high stacks of 死疽溃烂

During boss fights, a non-tank player with a taunt ability can taunt the boss away from the tank to allow 死疽溃烂 to fall off

At very high Keystone levels, groups may wish to bring two tanks to help manage the 死疽溃烂 debuff.

When the 震荡 affix is active, at random times throughout the dungeon (regardless of combat) all players will receive the 践踏 debuff and upon expiry inflict damage and interrupting active spell casts to themselves and nearby allies.

践踏 can apply when running between bosses and will continue to occur after the dungeon is completed. If your party's composition is melee heavy, make sure to spread out the circles whenever 践踏 is applied.

The 暴怒 affix causes enemies to 激怒 at 30% health, dealing 100% additional damage until they are defeated.

When this affix is active, AoE and cleave damage can be dangerous. Be sure to mark a priority target in each pull, and when that target 激怒s, focus fire to bring it down quickly. Stuns and other forms of CC can be used to reduce the damage the party will take from 激怒d mobs.

A pool of Sanguine IchorWhenever a non-boss enemy dies, a pool of 鲜血脓液 forms at its location. This spell has two effects:

鲜血脓液 heals enemies standing within it for 5% of their health each second

鲜血脓液 deals damage to players standing within it for 15% of their health each second

Tanks must pull the remaining mobs away from the location of the 鲜血脓液 pool, and melee DPS must be cautious. It does take several seconds for the 鲜血脓液 to form, so there is plenty of time to react and avoid damage.

This affix is particularly difficult when fighting large groups of trivial adds, and may require tanks to clear additional space or pull enemies back into previously cleared areas so there is room to kite. This is also a difficult mechanic in any area where the predominant floor color is red - particularly in the Oakheart-to-Dresaron stretch of Darkheart Thicket.

In 7.2, Sanguine pools have been changed to apply their first damage tick immediately. This means that it's more important to place the pools of sanguine in safe locations so that the group may traverse the dungeon without taking a large amount of damage from crossing the sanguine pools after combat has ended.

The 无常 affix causes tank threat to be less potent, meaning that DPS players are likely to pull threat off of the tank if not careful. Tanks should mark a priority target on which they will be focusing the brunt of their attacks, and DPS should try to avoid dealing too much damage to the non-priority targets.

Hunters and Rogues should help the tank by using 误导 and 嫁祸诀窍 respectively.

In a 繁盛 dungeon, the number of trash mobs that players must kill in order to meet the "Enemy Forces" requirement is increased to accommodate the additional trash.The 繁盛 affix causes extra mobs to spawn in particular trash packs. Not every pack is affected, but many of the most dangerous trash packs are.

The 易爆 affix causes enemies that you are currently in combat with to spawn Fel Explosives within 3 yards of its current location. These Fel Explosives will begin to cast 邪能爆破 and if successful, will detonate dealing a significant amount of damage. Fel Explosives have a very small amount of HP but are completely immune to AoE spells such as 暴风雪 and 星辰坠落.

Since every monster has a chance to spawn Fel Explosives, be careful about pulling too many monsters at a time. If you pull too many, you might spend all your time killing Fel Explosives and not actually hitting the monsters themselves!

These orbs are the top priority for all players!

The 重伤 affix is particularly dangerous against monsters that deal consistant AoE damage. When a player falls below 90% health, the 重伤 DoT is applied and begins to stack every couple of seconds until the player reaches full health. These stacks will cap at 5 but it's important for the healer to remove these as soon as possible to avoid falling behind. DPS should avoid taking as much damage as possible this week, since taking damage is extra punishing due to the 重伤 debuff.

崩裂, is essentially one of the main mechanics from Mythic: Il'gynoth in the Emerald Nightmare. Whenever a monster is killed, all players will get a stack of 爆裂 which will stack. One or two stacks will not be deadly, but killing an entire pack of 8 packs simultaneously will probably end up killing the party.

During 崩裂, it's important to stagger the deaths of the enemy forces so that the debuff doesn't stack up too high. Be careful not to use too many AoE abilities and kill the monsters too soon.

Immunity abilities such as 暗影斗篷 and 寒冰屏障 will remove all current stacks and prevent future stacks from applying.

A Volcanic Plume

Move before it erupts

Enemies in a 火山 dungeon will cause s to spawn beneath the feet of distant players. Two seconds later, the 岩浆柱 will erupt, dealing damage equal to 50% of the player's health to any player standing within 2 yards of the Plume. Both boss and trash mobs will cause Volcanic Plumes to form.

When fighting a single enemy, a will form approximately every 10 seconds.

Note that "distant" refers to the distance from the enemy mob. In most cases, melee DPS and tanks do not have to worry about this mechanic, and if ranged DPS and healers stand close to the enemies, s may not spawn. However, if there is an enemy that leaps away, or an add that spawns far from its summoner, s may begin to appear in melee range. This can occur during the following notable fights:

During the Inquisitor Tormentorum encounter in the Vault of the Wardens, due to the Tormenting Orbs

Fighting Valarjar Marksman in the Halls of Valor

Fighting Rockbound Trappers in Neltharion's Lair, or during the Naraxas encounter

岩浆柱s can be difficult to see during bright or busy ground effects. Players should move out of the 岩浆柱 immediately upon noticing it, and may wish to preemptively move during mechanics such as Eye of the Storm in the Hyrja encounter, where constant unavoidable damage combined with the 岩浆柱 hit could cause a fatality.

强韧 is multiplicative with the Mythic+damage and health modifiersThis affix will only affect Keystones of level 10 or higher. In a 强韧 dungeon, all of the trash mobs have 20% more health and deal 30% additional damage.

Avoid pulling excessive trash packs

Use AoE CC and stuns liberally to reduce damage

Focus on priority targets

Tanks may need to kite enemies more frequently

Multiple tanks may be preferred for certain dungeons with particularly dangerous trash pulls

强韧's damage and health bonuses are multiplicative with the Mythic+ damage and health bonuses shown in the table above. This means that on Mythic +10, the trash will all have 140% additional health and deal 180% additional damage. Certain trash packs may be able to one-shot party members with their mechanics under this affix; for example, the in 英灵殿 may instantly kill players with 破碎符文 if it is allowed to cast. Interrupts and performing trash mechanics properly are very important!

强韧 is particularly dangerous in combination with 激励, 暴怒, or 繁盛 affixes.

残暴 greatly increases thedanger of boss fightsThis affix will only affect Keystones of level 10 or higher. In a 残暴 dungeon, all of the bosses have 40% more health and deal 15% additional damage.

This can cause many extremely dangerous abilities to one-shot the party if health levels are not high enough

Serves as an additional gear check to these dungeons

Tanks may need to kite bosses more frequently

Multiple tanks may be preferred for certain dungeons with particularly threatening boss mechanics

残暴's damage and health bonuses are multiplicative with the Mythic+ damage and health bonuses shown in the table above. This means that on Mythic +10, bosses will have 180% additional health and deal 140% additional damage. Certain bosses that gain percent-based damage modifiers during the course of their encounter pose particular problems in 残暴 dungeons: